20210803_213102--UE5_.BreakOutFloat打散节点 03:04 20210803_212225--UE5_staticSwitch选择节点 03:18 20210803_211625--UE5材质节点WorldAlignedTexture 01:11 20210803_202211--UE5材质节点rotator 02:38 20210803_201818--UE5材质节点panner 02:44 20210803_065336--UE5迁移命令补充 01:29 20210803_...
UE5[C++]字符串类型变量转换 FString to FName 互转 FString to FText 互转 FString to int32 互转 FString to float 互转 FString to std::string 互转 FString to char* 互转 FString to TCHAR* 互转 FString to TArray<uint8> 互转 FString to enum 互转 TCHAR* to Char* 互转 TCHAR* to std...
ToBool(); // FString到bool的转换(注意:这种方法依赖于FString的内容能否被解析为true或false) UE_LOG(LogTemp, Warning, TEXT("FString: %s, Int: %d, Float: %f, Bool: %s"), *fstringValue, intValue, floatValue, boolValue ? TEXT("true") : TEXT("false")); return 0; } 示例3:FString...
TestFloat = FCString::Atof(*MyFString); //float to FString FString TestString = FString::SanitizeFloat(TestFloat); FString to std::string 互转#include <string> //FString to std::string FString UE4Str = "Dog"; std::string MyStdString = TCHAR_TO_UTF8(*UE4Str); //std::string to ...
save = save + SAVE_SPLITTER + to_string(GetLevel()); //StreamingSnake()->string, 蛇所占的格子, 蛇头位置与方向 //表示方式: 从蛇头开始到蛇尾方向,记录每个部位所在的网格. save = save + SAVE_SPLITTER + StreamingSnake(); //StreamingAppleList()->string, 苹果所在格子 ...
string GetSaveDataName(int idx) { return "savedata"..to_string(idx); } //存档至编号X void SaveGame(int idx) { auto save = SerializeSaveData(); auto fileName = GetSaveDataName(idx); auto f = fopen(fileName.c_str(), "w+"); ...
基础类型转换(int bool float char wchar_t): FString TheString=TEXT("中文123.021");char*myChar=TCHAR_TO_UTF8(*TheString);myChar=TCHAR_TO_ANSI(*TheString);std::string stdStr=TCHAR_TO_UTF8(*TheString);stdStr=TCHAR_TO_ANSI(*TheString);std::wstring stdWStr=TCHAR_TO_WCHAR(*TheString);...
TestHUDString.ToBool(); > //FString -> int FCString::Atoi(*TestHUDString); > //FString -> float FCString::Atof(*TestHUDString); 1. 2. 3. 4. 5. 6. 7. 8. FString之间的比对 重载的==操作符可以用来比较两个FStrings,或者比较一个FString和一个TCHAR *的数组。还有FString :: Equals(...
(floatDeltaTime)override;2829//Called to bind functionality to input30virtualvoidSetupPlayerInputComponent(classUInputComponent* PlayerInputComponent)override;3132public:33classUAbilitySystemComponent* GetAbilitySystemComponent()constoverride34{35returnAbilitySystemComponent.Get();36}3738UPROPERTY(BlueprintReadOnly...
{// 返回值是整数类型int64 Value=PyLong_AsLongLong(ReturnValue);}elseif(PyFloat_Check(ReturnValue)){// 返回值是浮点数类型floatValue=PyFloat_AsDouble(ReturnValue);}elseif(PyUnicode_Check(ReturnValue)){// 返回值是字符串类型FString Value=UTF8_TO_TCHAR(PyUnicode_AsUTF8(ReturnValue));}// 释放...